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Labyrinth Video Game 



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Make Projects 



build, hack, tweak, share, discover, J 



Labyrinth Video Game 

Written By: Baxter Eldridge 



f TOOLS: 



Soldering Iron and rosin core solder. (1) 



© PARTS: 



Nokia 51 10/3310 monochrome (1) 

From Adafruit, this includes a logic level 
shifter chip necessary for this project: 



oh 



http://www. adafruit. com/ products/338 
Accelerometer. Memsic MX2125 (1) 

Jumper Wire (1) 

A pack with red, orange, yellow, green, 
blue, white, and black 

Breadboard (1) 

Arduino Uno (1) 

Board and programming cable 

9 Volt alkaline battery (1) 

9 volt battery case (1) 

Arduino compatible power plug (1) 

Logic Level Shifter Chip HEF4050BP (1) 

Included when you order the Nokia 5110 
monochrome from Adafruit 

Cardboard or MDF (1/8") (1) 
Minimum size 2.5" x 4" 

1/4-20 Machine Screw (2-3) 
1/4-20 Nut (2-3) 
Tape, masking (1) 



SUMMARY 

This guide will teach you how to build and program your own accelerometer-controlled maze 



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Labyrinth Video Game 

game. It does assume a basic knowledge of soldering, breadboards, and programming an 
Arduino. By the end of this guide you should be able to make your own maze by editing the 
code and then solve it by tilting your game to move the ball. The program itself is fairly 
complicated but fully commented and the main components of it are described in this guide. 



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Labyrinth Video Game 




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Create your breadboard- Ardui no setup: 

• Cut a piece of cardboard or pre-holed 1/8" MDF that is 3" x 4". 

• Cut two 2"-long strips of foam tape and put one on each corner of the bottom of your 
breadboard. Press your breadboard on to one side of the cardboard/MDF rectangle as 
shown. 

• Do the same for your Arduino or thread two or three 1/4-20 screws and corresponding 
nuts through your pre-holed board (or poke holes in your cardboard using a pencil or 
similar) and the mounting holes on the Arduino. 

Solder the header pins on to your Nokia LCD screen. A step-by-step guide can be found 
here . 

Take a strip of masking tape (approximately 4") and wrap it into a loop with the sticky side 
facing out. Place the loop against the back of your screen and then replace it on your 
board. Make sure the screen is as far to the left as possible. 



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Labyrinth Video Game 





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Wire your screen up with your logic level shifter chip (included in the Adafruit package). A 
guide can be found here . The next step in this guide also has a series of step-by-step 
pictures for the complete wiring of the game. 

Make sure that both your LCD and your logic level shifter chip are as far to the left of your 
board as possible, as shown in the picture. Otherwise you may not have room for the 
accelerometer. 

Add your accelerometer to your board. Take care to orient the accelerometer such that the 
+5V/Xout side points toward the top of the screen. Otherwise the directions that the ball 
moves when the game is tilted will be wrong. A complete wiring guide can be found here . 

A diagram of my breadboard can be seen to the left. It also includes all the wire color 
conventions which I used which may make reading the other steps in this tutorial easier. 
This diagram and the wiring schematic were made using Fritzing. 



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Labyrinth Video Game 






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First wire the LCD to the logic level shifter chip, power, and ground, as shown in the first 
picture. 

Then wire the logic level shifter chip to the Arduino. This can be seen in picture two and 
completes the connections necessary for the LCD screen. 

Finally you will need to connect the accelerometer to the Arduino, power, and ground. 
These connections are diagrammed in the third picture. 



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Labyrinth Video Game 




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Labyrinth Video Game 






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pcdS544_buffer[x+ (y/B)*LCDUIDTH] &= ~_BV(y%8); 
updateBoundingBox(XjyjKjy); 



// the most basic function, get a single pixel 

uintS_t Adafruit_PCDS544: : getPixel(intS_t k_, intS_t y) { 

if ((x < 0) || (x >= LCDWIDTH) | | (y < 0) | | (y >= LCDHEIGHT)) 
return 0j 
else 



{ 



if(pcdS544_buffer[x+ (y/B)*LCDWIDTH] & _BV((y%8))) 
return lj 
else 

return 0; 



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/* return (pcdS544_buffer[x+ (y/8)* LCDWIDTH] >> (7-(y3S8))) & 0xlj */ 



void Adafruit_PCDS544: : begin (uintS_t contrast) { 
// set pin directions 
pinMode(_din i OUTPUT); 
pinMode(_sclk, OUTPUT); 
pinMode(_dCj OUTPUT); 

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Install the latest version of the 
Arduino IDE if you have not 
already. The installation link can be 
found here . 

Install the PCD8544 library and 
GFX library found in the Adafruit 
how-to link for the LCD screen 
(previously listed under the 
"Assembling Your Game" step). 
The links for downloading are under 
the "Testing" heading. 

To install a library first download it 
from the internet. Then, after 
extracting the files from the .zip file 
you downloaded, drag and drop the 
library of unzipped files into the 
"library" folder. This is found in the 
Arduino software folder. A 
complete guide from Adafruit can 
be found here. 



The getPixel command in 
the original PCD8544 library 
does not work correctly. For this 







reason you will need to open the 
file and make the edit pictured 
here. I opened it in Atmel studio 
(found for free here ) which makes 
it a lot easier to figure out what's 
what. 

• Under the heading that says 
else, indicated by the yellow 
box, comment out the existing 
code, shown in the red box, and 
type in the updated code found 
in the green box. 



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Labyrinth Video Game 





• Now that you have everything set up you're ready to upload the code to your Arduino! You 
can get the code here . 

• To get it on your Arduino: 

• Open the Arduino software on your computer. 

• Click on the "new" button which sits directly to the right of the upload button. 

• Copy and paste the entire code found in the link above into this sketch. 

• Save the program naming it whatever you want. I recommend a name that describes the 
program accurately so that it is easier to identify when you want to find it later. For 
example, I named mine Maze_Game_V2 since it is the second version of my program 
for my maze game 

• Plug in your Arduino, select the correct Arduino model and serial port (under Tools/Board 
and Tools/Serial Port respectively) and click the upload icon. 



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Labyrinth Video Game 




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Labyrinth Video Game 



M4M_&M»t.V2 | ArduiftO 1.0.1 



File Edit Sketch Tools Help 



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Ma2B_Game_v2 

//These ace the subroutines- They are subroutines so chat the other code is not so cluttered. 

in - . ehecKBeieHUpTollision (int KG, lat YO, l&t HA&J //cheeks otutcx line of upper half of che circle/rectangle tot collisions 

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for |int 7 ■ (YO-RAL) ; y <■ (Y&) ; y++y //move down the center line, checking each pixel above or equal to the radius 
J 
if (display. getFtKel (XO, y) > 0) //if the value of any of those pixels is greater than (litte l, meanins it's BLACK) 

( 

Serial, pcintln ("up collision"); //print "up collision" to the senal monitor 

return |1) ; //evit che subroutine and have- the subroutine return 1 

} // end foi v 
return (0) ; //if nous of the pixels equal 1 then, return 

} // end checkErickUpCollision 



int GheckBrickDoHnCollisian (fire XO, int YO, int EAT) 
tor (int 7 - (101 j y <= fYjO+R«>); y+4| 



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//checks center line of bottom half of the circle/rectangle for collisions 
//*ove down the center line, checking each pixel above or eepiai to the radius 
//if the value of any of those pixels is greater than (like l, neaniticj it's BlACK) 



if (display. getfiKel (XO, y| > c) 

( 

Serial. println ("domi collision"); //print "do,nn collision" to the serial nonitor 

//exit the suft outme and have the subroutine cecum i 



cecum |L); 

} 

} // end foi v 
return (0) ; 
} // end checjiEricMOgunColllsion 



//if none of the pixels equal 1 then return 




The ball is moved around by 
mapping the tilting of the screen to 
a certain range of speeds (in this 
case from to 3 pixels per loop 
through the program). In the code 
the maximum speed is set to the 
radius of the ball so as to stop the 
ball from jumping through the walls 
when it is at top speed. 

• A maximum speed in any 
direction is set using a series of 
if statements which limit the 

maximum and minimum values 
which the Arduino will read from 
the accelerometer. 

Stopping the ball from going off the 
screen is controlled by a series of 
if statements which limit the 

maximum and minimum positions 
of the ball on the screen. 

Collision detection is performed by 
a group of if statements which 
check four separate subroutines 
(located under the main program 
loop). 

• Each of these subroutines 
checks a line of pixels running 
from the outermost pixel of the 
ball to the center of the ball. 

• These lines run top-center, 
bottom-center, right side-center, 
and left side-center. Every pixel 
in each line is checked so that 
even if the ball is moving fast 
enough that its velocity will carry 



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Labyrinth Video Game 



its outermost pixel into a wall the 
other pixels in the check line will 
recognize that the ball is going 
into the wall and stop it. 

Great care was taken so that the 
size of the ball can be changed by 
editing a single variable (RAD) and 
all other attributes of the program 
will remain the same. The program 
will work with walls of any 
thickness. 



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Labyrinth Video Game 




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• The massive bitmap array at the beginning of the code is the maze itself. If you look 
closely you'll see that the 1s, which make black pixels, are organized in the same way as 
the walls of the maze. The array is acually 88 pixels wide even though the screen is 
advertised as being 84 pixels wide because my screen had four more usable pixels. 

• You can edit the maze by changing which pixels are zeros and ones and therefore change 
which are black and white. 

• I am sorry that this is a very time-consuming and clunky way to make new mazes. To 
ease the design process at least you can download the FastLCD program (which 
unfortunately only works on PCs) here . 

• FastLCD is designed to generate bitmaps which could be used in your existing code in 
place of the binary array; however, I have not been able to get this to work yet. 

• You can also check to make sure the LCD is reading your maze correctly using the 
getPixel command by un-commenting the seriai_print_bitmap line (located in the 

blue box in the picture). Open the serial monitor (Ctrl+Shift+M) while the program is 
running to view the maze as the program reads it. 

• The program will start reading it from the beginning again once it reaches the end. For 
this reason click the "auto scroll" box at the bottom of the serial monitor once the maze 
has been displayed once. 

• Activating this line will knock out any screen movement but it is a really good way to 
make sure that your edit to the getPixel command is correct and it's also an 
interesting exercise in watching your code work. 



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Labyrinth Video Game 







• You can now solder your Arduino power plug to the leads of your 9V battery case to make 
your came more mobile. Use the picture to the left as a guide for which tab the red and 
black wires connect to. 

• You can also tape the battery pack to your cardboard/MDF back plate using a strip of 
masking tape (approximately 5" long) to make the game a little more handheld. 

• Enjoy your custom handheld game and show it off to friends! 

This document was last generated on 201 3-02-1 5 08:1 3:32 AM. 



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